* zone interaction for turret discovery, players only so far; minor field value change for small turret data; automated turret target recognition; grammatical and linter fixes
* initial AIDamage packet and tests; wrote handling code for the AIDamage packet that transforms it into actionable projectile damage
* thoroughly reorganized code in behavior; added code for turret-specific interactions for deployable construction, deployable destruction, jamming, and for weaponfire retribution; killing is currently disable for testing turnaround
* introduced definition properties to configure auto fire; interspersed properties into relevant files; non-squared velocity check for isMoving
* separated overworld facility turrets from cavern facility turrets, called vanu sentry turrets; tightened functionality inheritance between turret deployables and facility turrets; corrected issue where recharging vehicle weapons didn't work
* adjust mounting code to betterhandle automation with the facility turrets; basic operation of automation has also been changed, adding a variety of ranges to test against, and cylindrical distance checks
* attempted cleanup of previous test fire condition; division of turret callbacks between generic targets and vehicle targets; facility turret stops automatic fire when being mounted and resumes automatic mode when being dismounted
* self-reported firing mode for targets that go stationary and then use a 'clever trick' to avoid taking damage while in full exposure to the automated turret; documentation on the automated turret operations (it needs it!)
* making specific target validation conditions for different auto turrets, also target blanking, and clarification of how the self-reporting mode cleansup after itself; wrote function documentation to make it all make sense (it doesn't)
* secondary queue that keeps track of the previous test shot subjects when none have been tested, allowing for a packet to be skipped during subsequent test shots
* reactivating turret deployable destruction; clarifying the validation and clearing conditions for different kinds of auto turrets; extending self-reporting auto turret behavior to other auto-turrets
* overhaul of the auto turret target selection process; conditions for MAX detection; rewired self-reporting to address the its issue a bit more specifically; ATDispatch is no longer useless as differences between facility turrets and deployable turrets have been identified, shifting the method to implementing and overriding in subclass control agencies
* turret detection methods accounting for specific targets and considerations such as silent running; various turret interactions with other turrets and radiation clouds; proper management of retaliation and jamming; facility turrets have play in the lifecycle in the power structure and capture mechanics of the facility
* uniqueness can be generated without having to having to go through source entries; made certain turret upgrading cooperates with turret automation; other targets for turret misaimed aggression; turrets sychronize better on zone load; target validation and blankinghas changed again
* starting the target validation timer when dealing with retaliation if it should come from beyond the maximum detection range
* stop assuming mountable turrets have places to mount; AMS and AEGIS blocking detection of vehicles; deployable sensors and small robotics turrets are allergic to vehicles
* AEGIS and AMS cloak bubbles more proactive
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods
kill contributions should work; even if they don't, need to put this away for now
extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing
events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace
support experience accumulates and is given to the user in gradual provisions
rewarding facility capture through cep; not fully tested yet; math sucks
sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity
early reivision for v010; recording ongoing shots fired and landed
restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes
all rewarded support events are accounted for
command experience calculations upon facility capture or resecure
corrected database migrations
most of the code for the play or progress system
statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
* extensive modifications to source entry shorthand
* moving 11 files changes 55 other files
* added score card classes; upgraded packet classes
* I decided to import over everything
* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests
* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug
* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery
* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing
* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities
* action, but no response
* condensed parameters on avatar class
* as always, fixing tests
* quickly, loose ends tied